function Node_Flip(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Flip"; shader = sh_flip; uniform_axs = shader_get_uniform(shader, "axis"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, ["x", "y"]); inputs[| 2] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 2; input_display_list = [ 2, ["Surfaces", true], 0, ["Flip", false], 1, ] outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static processData = function(_outSurf, _data, _output_index, _array_index) { var _axis = _data[1]; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_i(uniform_axs, _axis); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }